Marathon Markup Language
From Aleph One Wiki
The Marathon Markup Language (MML), which was created by Loren Petrich and follows XML specifications, allows the scenario designer to create animated textures, new weapons, new interface layouts, and an array of other features and modifications. Use MML to customize the game engine to meet your scenario's specific needs. MML files take place of the functionality formerly provided by modifying the Marathon/Marathon 2/Marathon Infinity engines' resource forks.
[edit] Embedded MML: TEXT resources vs level embedded
There are two ways to specify an MML script should run for a specific level. The first is the old way, of setting up a <marathon_levels> script in TEXT resource 128, which points to other TEXT resources (see the MML guide linked below). This type of embedding should still be used for any MML that refers to external files, i.e. level-specific replacement textures and sounds. These scripts won't do net game joiners any good if they don't have the external files they refer to, so it's desirable that they not be transferred to joiners in net games.
All other level-specific MML should be embedded using a tool such as Atque, because it will be transmitted to joiners in net games.
[edit] External Links
An older guide with incorporated examples can also be found at Chris's MML Library.
Also, you can view the latest MML Documentation directly from the Aleph One live SVN, which may contain features not present in the current official release. However, if you, as a scenario creator, are targetting a future release of Aleph One, these may be just what you need to see:
